21,126 research outputs found

    Bringing Ocean Science News To the Classroom

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    One of the goals of COSEE-Ocean Systems and its partners is to work toward bridging the gap between "school science" and "scientist science," in the context of using ocean examples to guide science inquiry. This article addresses popular media as a valuable source of science information, keeping current science research (or "scientist science"), and its outcomes and implications in front of students. Educational levels: Primary elementary, Intermediate elementary, Middle school, High school, Undergraduate lower division, Undergraduate upper division, Graduate or professional, General public

    Issues in Reusing Online Resources: Chapter 1

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    This is an era marked by rapid developments in three different educational arenas -- access, lifelong learning and e-learning. In both developed and developing countries there is a growing demand for access to education... Alongside this growing demand for access, increased numbers of adults are returning to colleges and universities for additional education and training (CIHE, 2002). Lifelong learning has come of age, brought about by changes in attitudes to learning and in employment patterns, where jobs and careers are recast many times during a lifespan. Permeating and supporting these first two developments, in access and lifelong learning, are developments in information and communication technologies (ICT). New technologies are beginning to transform how higher education is organized and delivered both on campus and at a distance. E-learning affords new opportunities to increase flexibility in time and location of study, in forms of communication (for example, asynchronous discussions) and types of interaction... Although e-learning has the potential to provide the kinds of flexibility required by wider access and lifelong learning there are some major obstacles. On the one hand, wider access and lifelong learning require vast increases in specially designed course materials to satisfy the greater range of demands for learning. On the other hand, creating the digital resources necessary for online course delivery requires considerable investment, a factor that makes resource development only viable for courses with large student numbers or sizeable budgets. In order to address this difficulty, numerous national and international initiatives have been funded to investigate ways in which digital learning resources might be developed, shared and reused by teachers and learners around the world (so as to benefit from economies of scale). Behind these initiatives lies a vision of a future in which reusable resources (or 'learning objects' as they are called) could comprise a new currency of exchange within a learning economy. Learning objects, produced by publishers, teachers, support staff and students themselves, would be stored in digital repositories, where they could be easily accessed, recombined and reused within online courses. However, despite this vision, the idea of reusing electronic resources is more complex than the object economy scenario, outlined above, may suggest. The next section identifies seven issues associated with the reuse and sharing of resources. These sections focus on educational design, the need for standards, and on the culture and organization that would be necessary in institutions (and across institutions) if reuse were to become a reality

    Investing in Impact: Media Summits Reveal Pressing Needs, Tools for Evaluating Public Interest Media

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    Outlines the case for assessing the impact of public interest media projects, impact evaluation needs, and five new assessment tools, including a unified social media dashboard, model formats and processes to communicate outcomes, and common survey tools

    Constructing knowledge: an experience of active and collaborative learning in an ICT classroom

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    This paper reports on the impact of the implementation of active and collaborative practices in ICT (information and communication technologies) classrooms. Both of these approaches convey a lot of responsibility from the teacher to the students and the hoping, as backed up by the literature, is to promote deeper learning and reasoning skills at a higher level. The question is: how do you do all that? This research describes a specific environment that makes use of collaborative tools, like wikis and forums within an e-learning platform and of specific CRM (customer relationship management) software. In order to analyze how this learning environment gets learners actively involved in learning and working together in productive ways, students were surveyed by responding to questionnaires. Several cause-effect relations underlying the teaching-learning methodology and the students’ performance are discussed

    LLTI Highlights

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    The evolving landscape of learning technology

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    This paper provides an overview of the current and emerging issues in learning technology research, concentrating on structural issues such as infrastructure, policy and organizational context. It updates the vision of technology outlined by Squires’ (1999) concept of peripatetic electronic teachers (PETs) where Information and Communication Technologies (ICT) provide an enabling medium to allow teachers to act as freelance agents in a virtual world and reflects to what extent this vision has been realized The paper begins with a survey of some of the key areas of ICT development and provides a contextualizing framework for the area in terms of external agendas and policy drivers. It then focuses upon learning technology developments which have occurred in the last five years in the UK and offers a number of alternative taxonomies to describe this. The paper concludes with a discussion of the issues which arise from this work

    Enhancing design learning using groupware

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    Project work is increasingly used to help engineering students integrate, apply and expand on knowledge gained from theoretical classes in their curriculum and expose students to 'real world' tasks [1]. To help facilitate this process, the department of Design, Manufacture and Engineering Management at the University of Strathclyde has developed a web±based groupware product called LauLima to help students store, share, structure and apply information when they are working in design teams. This paper describes a distributed design project class in which LauLima has been deployed in accordance with a Design Knowledge Framework that describes how design knowledge is generated and acquired in industry, suggesting modes of design teaching and learning. Alterations to the presentation, delivery and format of the class are discussed, and primarily relate to embedding a more rigorous form of project-based learning. The key educational changes introduced to the project were: the linking of information concepts to support the design process; a multidisciplinary team approach to coaching; and a distinction between formal and informal resource collections. The result was a marked improvement in student learning and ideation

    Tagging Scientific Publications using Wikipedia and Natural Language Processing Tools. Comparison on the ArXiv Dataset

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    In this work, we compare two simple methods of tagging scientific publications with labels reflecting their content. As a first source of labels Wikipedia is employed, second label set is constructed from the noun phrases occurring in the analyzed corpus. We examine the statistical properties and the effectiveness of both approaches on the dataset consisting of abstracts from 0.7 million of scientific documents deposited in the ArXiv preprint collection. We believe that obtained tags can be later on applied as useful document features in various machine learning tasks (document similarity, clustering, topic modelling, etc.)
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